Rail guns are the worst weapons in game, worse than the mining lance

It's really high time FD buff the mining lance. Kinda awful to pledge to a Power only to get a special module which is the butt of jokes. No offense to the Torval community 🙏
I write about it all the time at the first opportunity. And I'll say it again. Mining Lance is simply broken. When they introduced explorer and combat modes, they simply forgot about it, it does not switch to combat mode.
 
If you're talking theoretical DPS, yes, but for sustained damage, I'd argue not much different. A lot easier to keep pumping that damage into an enemy with lasers than rails.... unless you're a rail using god.
I'm talking about very actual DPS.
Wings of yeeters have been invincible in tournaments since the PvP League Season 5 finals in 2020.
 
I am moderately successful with railguns -- I GENERALLY hit what I aim at, at least in 50% of the cases. :D I use them to annoy enemies and draw them into range of my PVE corvette (long range w. plasma slug), and also to damage modules. Works fairly well.

PAs... don't get me started. I KNOW they offer excellent damage & ignore resistances, but I am an extremely poor shot with those. In PVE, I generally manage to hit big ships, but small ones . . . they'll die of old age before I get to 'em. ;)
 
I thought depth was simply a factor of what modules, if any, are in the way.

Penetration depth determines the angles from which modules are vulnerable. It's usually a fraction of the z-height of the ship being shot, which is why most modules on most ships can only be hit by low penetration weapons from near perpendicular angles.

Rails have such a high penetration depth that angle is almost totally irrelevant, but normal rails still stop at the first module they encounter. Super penetrator makes it so that interposing modules don't stop the shot. You can see this in the video I linked, when I finally start cycling module targets...that Corvettes FSD is severely damaged, despite being in the geometric center of the ship, because I was putting shots through the engines and power plant behind it.

AP fails, then hull
AP succeeds, trajectory determines if module is hit, if yes, then module damaged, if no, then hull damage.

Am I wrong?

That's mostly correct.

A successful penetration still delivers the non-penetration damage portion to the hull. Rails have an extremely high penetration damage ratio, so the hull damage on a successful penetration is marginal.

I'm talking about very actual DPS.
Wings of yeeters have been invincible in tournaments since the PvP League Season 5 finals in 2020.

No question that rails are superior DPS to almost anything (that doesn't have enormous thermic resistance) where one can land the shots and keep them supplied with ammunition for the intended duration.

However, those qualifiers are important. There is a pretty good learning curve on rails that is complicated by ships of poor convergence and different hardpoint sizes (thus charge duration). And even if I were better at rails, I'd still like fixed lasers in conjunction with auto-tracking kinetics (for simultaneous convergence) for scenarios where fighting other CMDRs is mostly going to be incidental, as I don't like trading armor for fuel to keep plasma charge rails fed, and I like relying on synthesis even less.

I can take a fixed laser/gimbaled MC boat and do ten back-to-back wing assassination missions or sit in a CZ for three hours without needing to rearm. With a rail boat, I'd be interrupting what I was doing much more often, or flying giant fuel tanks around (not that quad SRB plasma slug rails can't be fun from time to time).
 
It's really too bad that the Keelback is a bad platform for rail guns because its large fuel tank can keep feeding plasma slugs to the rails for a long time
 
Rails are moderately done in by their damage mix. 2/3rds thermal and 1/3rd kinetic. So, your damage output is less than it appears to be both against shields and hull thanks to resistances. There isn’t that nice absolute damage portion like there is for PAs.
Mixing has nothing to do with it. Absolute is good because it has no resistance.
 
Now that I've riled up the rail gun fans, i'll ask what could i be doing wrong with them?

I've tried to use them before, but never been really impressed, but wanted to give them a fair chance.

So, I've got a keelback and my idea was to use it as a ship where i'll either fly the slf or the ship and wanted to do something different with the weapons. Since max size weapons are 2, i thought, let's slap some rails on it. After all, when NPCs use rails they are pretty effective and I remember how often i saw PvPers use rails. High skill, high damage weapons right? Ermm...

So, i've got 4 rails, 2S + 2M, and super pen on them all, so should be great for trashing internals when shields go down, right? Right?

Now, i've tried this thing at nav beacons and CZs, with a range of ships and ranks, and... well, they totally fail to impress me.

In Nav beacon took ages to take down ships.

Go into CZ for the last test. More hull, but want to practice module sniping.

Viper Mk2... blasting away at it, tricky little thing to hit, all over the place, but when i land a hit... pfff... a bit of damage. Erm... ok. Let my Elite NPC have a fly instead. Hop into the SLF to watch. NPC is hitting away, a lot better than me at being on target as well. After a while, the Viper does go pop.

Ok, try something bigger, easier to hit. Let the NPC do their thing for a while. Chieftain. Shields go down fairly quickly, but NPC is shooting away, on target, but burning through the relatively limited ammo.

Finally i get fed up of waiting, and good news, its now drifting. It finally lost thrusters, hull down to 60%.

In the hot seat, can't miss now, its drifting in a straight line and shields are down. Target the PP. Not much ammo left, but surely now i can finish it.

Shoot... shoot... hull drops by maybe 1 or 2 percent per volley. PP takes almost no damage, despite being targetted, despite being on target, despite the PP on the Chieftain being really exposed. Oh no, 2 of my rail guns have run out of ammo. Now i'm doing less than 1% damage per volley. And now I've run out of all ammo.

Even the basic gimballed beam/MC combo would have destroyed the ship in a tenth of the time.

Is there something to rails that i'm missing, or do they just suck that bad? Limited ammo, super pen is less than super, and against ships with extra hull, like in CZs, they just seem extra useless.
I often run a DBS and found that small rails are useful. I have G5 lightweight rails and G5 short range blasters, depending on the reason I’m flying. I go with super penetrators.

I use medium gimballed G5 efficient pulse lasers with the small rails.

In short, a small rail gun is fun in a small and agile vessel… you get good bang for the buck. Great for sniping modules. That’s probably what most rail fans enjoy the most about them.

When I use the DBS in a CZ, the medium pulses do much of the work, but I don’t often do CZs with rails. I usually swap them out for overcharged MCs. But I can still complete a CZ in my DBS with small rails and medium pulse lasers.

The rails are more effective when using them in bounty hunting, because the NPCs there are running weaker ships than in the CZs.

Just my $0.02.
 
I thought depth was simply a factor of what modules, if any, are in the way.

AP fails, then hull
AP succeeds, trajectory determines if module is hit, if yes, then module damaged, if no, then hull damage.

Am I wrong?
IIRC, I saw an old dev post that indicated different weapons had a different inherent penetration depth. Rails had the max depth possible, while other types had different penetration depths based on the weapon type. As far as I know, that value doesn't change based on engineering.

 
Thanks for the advice. re the Krait though, seems an awful waste of those large hardpoints.
Yeah, though I built it just because I didn't have to worry about ammo, and because I didn't want to worry about chaff either. It works better than any other smaller ship, and it's just ultimately a really good bounty hunter.

For PvE, a lot of PvP players might not realize but the main problem with PvE builds is that they aren't designed to kill 1 elite anaconda and then rearm, mainstay of them is being able to kill like 40x ships in a row or something without having to rearm. So you can get 15-20 million bounties to hand in for BGS or so you can complete 3 CZ's before rearming.

I do BGS all the time so I guess I'm one of those guys who just cares about efficiency. So I'm not gonna fly a super fun build in CZ's I'll just fly a corvette with beams and multis.

So... it should mean something to you that my go-to bounty hunting ship is a rails phantom! It's not just fun or off-meta but it's actually good if bounty hunting is what you wanna do. You can go either with the Phantom or the MkII, it's about preference I guess, I chose the Phantom because I just like it. Stack pirate massacre missions and you'll complete all of them before you even run out of 50% of your fuel.

Plus I'm pretty sure the infinite premium synth ammo trick still works with plasma slugs.
 
IIRC, I saw an old dev post that indicated different weapons had a different inherent penetration depth. Rails had the max depth possible, while other types had different penetration depths based on the weapon type. As far as I know, that value doesn't change based on engineering.

Interesting, thanks for dredging that up. So if a shot makes the roll (based on weapon chance to do so) to penetrate armor, and if it did not hit an external module they then use shot direction and the depth that weapon can penetrate to plot a line through the target ship, then any module "sphere" that line intersects has a random chance to be the module that takes the damage, with "how dead-on the hit to its sphere was" weighting the decision.
I chose the Phantom because I just like it
Same here, sometimes LR and sometimes SRB, nice to have a big enough PP to go low emissions as well to help with heat. For all out efficiency though if I just want to mow through CZs it is a Chieftain with 3 Cytos and the rest SRB MCs.
 
This.

As an explorer, it's always handy to have a mining laser on your ship so you go to the effort of unlocking the mining lance so you can have a mining laser on your exploration ship and have some kind of rudimentary defence.
Equally, as a miner, a similar thing applies; you fit mining lances to your ship with the intention that they could, at least, get rid of annoying Adders and Eagles that might pester you when you arrive in a ring.

But, they don't.
They have (IIRC) about the same DPS as an un-engineered pulse laser, but they use twice the power and they can't be modified with engineering.
You might as well me using a water-pistol to defend yourself.
I think they have a longer range too which can help if you're building a laser mining cutter with some far back hardpoints.
 
Yeah they are pretty decent at it, but unfortunately it is still more efficient to go with beams/multis which are really boring. It's just hold down the button until they die

I like to make a load-out that has a balance of Lasers and Cannon. Efficient Pulse and Overcharged Cannon to be specific. I can continuously fire the Pulse to keep up pressure and remove the shields, then I pop them open with the cannon. Conserving ammo via trigger control on the cannon has become part of my method and a way to grade my performance. Sniping at an FSD or a PP keeps my focus up, and make the best use of the 105 rounds I get to start with.
 
It's really high time FD buff the mining lance. Kinda awful to pledge to a Power only to get a special module which is the butt of jokes. No offense to the Torval community 🙏
Recently learned you can get a slightly better version by just going to the torval mining company station and buying one for some materials.
 
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